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Posts posted by Sporadic
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I'd be interested to see an example background.
I'm not convinced the digitised actors will look good in a game. Quite often, digitised characters just don't look very good in older games. But examples here might help too.
Digitised characters would be useful for someone to rotoscope (draw over) to help animate at the very least though.
I personally don't want you to put lots of time into this right now for my benefit. Purely because I can't say when or how long until I will spend time on this. If you are doing it for fun anyway then that's up to you of course
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Hi!
All I can say is I definitely still want to make a decent beat em up, always have done.
But I must commit to finishing Nitrous and Crumbs first, before taking on anything else.
My time is already limited so I dont want to spread myself too thin with too many projects.
I was thinking something like Streets or Rage/Double dragon/final fight when I started this.
The engine I created in the video is quite old now and I'd want to rewrite it, applying all the knowledge I've learnt since it's creation. This should yield better results in the long run.
I can't picture how it would look with digitised sprites as you suggested but feel free to post an example here or in PM.
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I should also say, I received mine the other week. It looks awesome and the quality is superb.
I've not had chance to try it out yet, but looking forward to it.
It will be an important part of trying to add rotary support to Nitrous
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1 hour ago, philipj said:As choppy as the game is, I actually like the open world feel of the game... It's my understanding the only reason the game ran slow was because of the 68K Motorola controlling the AI caused the slowdown.
I'm pretty sure I tried removing the AI as one of my tests. It still ran like crap.
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8 hours ago, SlidellMan said:This is starting to look good. I suggest that you add a few more playable cars (such as a Lancia Beta Montecarlo/Scorpion, Vector W8, and a '75 Dodge Coronet with a beefed-up 440 just to name some), more songs, and I do know a few pixel artists on Newgrounds if you need help.
Thanks for the offer, will keep in mind.
I was thinking the other day about adding some car choices. I've made various optimisations lately and saved a load of space so it's more possible now than before.
I've got to be careful with license/copyright etc.
Perhaps some "similar" cars.
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3 hours ago, KevinMos3 said:Got to check this out at PRGE and it’s looking very exciting. I LOVE racing games.
My only critique so far is that I hope the car sprites get a bit of polish before finalized. The car could really use some highlights and a bit more color variation so it doesn’t look so “8 to 16-bit”. The road and everything is looking very nice.
I’m really looking forward to this (and Crumbs).
Yes, most graphics are still place holders. No point finalising them until I'm 100% happy with the engine, gameplay and features.
Thanks for the feedback.
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3 minutes ago, PlaysWithWolves said:It really makes me wish I could remember my BASIC coding skills from decades ago. @Songbird still occasionally encourages me to pick it up again.
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30 minutes ago, PlaysWithWolves said:Is this still true? If it is, it really showcases the toolset. If it's not still in Raptor BASIC+, then it still shows how one could prototype a game.
Yep still 100% RB+
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Thanks everyone
Hope you enjoy having a go at PRGE.
The main thing I'm currently working on is the car physics. In the PRGE demo version, the car is a little too slippy on the corners. I think I've improved this now but it was too late for the PRGE cut off.
Likewise, the collisions and how they affect the player are being tweaked to keep the game flowing with less recovery time.
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1 hour ago, Andrew Rosa said:@Sporadic Dude, the work you guys are doing with Doom is phenomenal. You already know I'm loving the progress you've made with NotOutrun and Crumbs. I know you're gonna' knock this shit out the park.
Thanks! Always great to hear
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Yep indeed! I've done a bit more to NotOutrun.
I will get back into them. Have been enjoying poking the Doom code lately 😄
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4 minutes ago, DEATH said:Is this the final version of spectres ?
The originals are more transparent than that, i mean, not blue.
Pc was fuzzy draw, ps1 were just transparent. What's to say the Jag ones can't be transparent blue? 😄
This is our current version, it's a minor tweak with minimal impact to the rendering performance. Its certainly better than original Jag doom where they just show as normal pinky demons.
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12 minutes ago, Kalani said:Why not just call it ultimate doom.....
Because it isn't?
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Just now, DEATH said:Why open a new thread for the exact same thing ?
It's no longer just about adding music.
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50 minutes ago, Jagosaurus said:Just showing my support. Keep it up guys. I'm floored on all fronts!
I find this freaking fascinating as a huge DOOM fan. Entertain me...
- What would you collectively say allowed you do things others said wasn't doable?
- Years & years of knowing the hardware (both limitations & abilities) to credit?
- Would it have been doable for id to do this with more time or did they really push far for the time, being a fairly early release?
Thanks for the feedback.
We just got on and did it, it's as straight forward as that. Obviously experience with the hardware will always help but this isn't anything that couldn't have been done originally.
I get the feeling it mostly came down to time Vs cost. What they managed was superb and still is the best original Doom port.
We have the luxury now of time with no deadlines to adhere to, so we can give this great game the attention it deserves.
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We thought it would be good to start a dedicated thread for what now seems to be turning into Doom : Slayer Edition.
We'll post updates in here as they happen etc.
This first post will also be updated with all the news to keep it in a easy to find location.
There's also a Q&A section after the news
News
Music added in levels with new volume slider in Options.
- Music now plays during gameplay, not just in the Intermission.
Pro-controller Support added.
- Shoulder buttons strafe - Some weapons on the number pad had to be moved due to this, but it's worth it!
Cheat menu added.
- Easy to access cheat functions and fixed the map cheats that were previously inaccessible.
JWad Support Added.
- 'Drag drop' levels in the build process.
Spider Mastermind Added.
- All sounds, graphics and AI included. E3M8 added for good measure.
Spectres Implemented.
- Spectres (and other game objects) now correctly apply a 'shadow/trans' effect.
Videos
Initial preview (lots has changed since!)Q&A
- What are the release/distribution plans for this?
-- Not even thought about that yet. There are obviously careful considerations that must be made.- When will it be finished?
-- When it's ready!-
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16 minutes ago, Lynxpro said:What's the size of the current ROM?
Still just under 4 meg
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39 minutes ago, Goochman said:Frickin fantastic! Just curious, was the asset in there but essentially not surfaceable, or did you all add it as a new asset to the engine? Great work for those involved...........I can see some crazy Jag PWADS coming in the future
No the assets weren't in there
Anything unused was stripped out probably to save space.
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2 hours ago, trixster said:I’ve been following this thread with interest for a while! Now that the SD cartridge is in peoples’ hands, when do you think this will get a release? I’m itching to play JagDoom with music and shoulder strafing!
When it's ready 😆
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Some news ?
Thanks for asking.
Unfortunately no news at present. Life is being extremely busy at the mo.
Never fear though, work on this (and Crumbs) will resume.
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Doom : Slayer Edition
in Atari Jaguar
Posted
Cheers
Yeah, we're working from source.